Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312019-08-02T07:28:57ZTracker
Redmine Doomsday Engine - Feature #2340 (New): A new MP game mode: no respawnhttps://tracker.dengine.net/issues/23402019-08-02T07:28:57Zvermil
<p>Inspired by a post on Doomworld, I would like to request a new Co-op MP variant where players aren't allowed to respawn. If all the players die, the level resets.</p> Doomsday Engine - Feature #2336 (New): Comprehensive server info and metadatahttps://tracker.dengine.net/issues/23362019-06-24T11:43:14Zbond
Add a few additional parameters that the server tells players about itself
<ul>
<li>wadurl: link to place where players can find and download wads loaded on server</li>
<li>email: server admin contacts</li>
<li>all server setup parameters (server-game-...)</li>
<li>for players: fragcount, deathcount, ping, time in game</li>
</ul> Doomsday Engine - Feature #2335 (New): [Shell] Command line option for opening connection to a se...https://tracker.dengine.net/issues/23352019-06-24T11:41:55Zbond
<p>Add cmd-line parameter - server address - so Doomsday Shell will open server console window at start (Windows OS)</p> Doomsday Engine - Feature #2333 (New): Extend info about server wads (filename, checksum)https://tracker.dengine.net/issues/23332019-06-24T11:40:13Zbond
<p>Add the list of loaded wad names (including iwad) and their checksums (md5) to server info</p> Doomsday Engine - Bug #2332 (New): Duplicate server entries on master-serverhttps://tracker.dengine.net/issues/23322019-06-24T11:39:03Zbond
<p>Start public server, stop it, wait until it disappear on master (imho tooo long), change (tcp) port and start it again - there will be two entries in master list: with old and new ports</p> Doomsday Engine - Bug #2331 (New): Server doesn't check wads (connecting via command line)https://tracker.dengine.net/issues/23312019-06-24T11:37:13Zbond
<p>When connecting to the server from the command line, the wads are not checked - client can use any (and often crash)</p> Doomsday Engine - Bug #2329 (New): Gnome Iconhttps://tracker.dengine.net/issues/23292019-05-01T16:32:15Zlegluondunet
<p>Hello,<br />I installed last Doomsday unstable deb package and when I launched it on Ubuntu, there missed personalised icon in the dock.<br />Could you set an icon for Doomsday on Gnome?<br />Thanks.</p>
<p>PS: I joined you a screen capture of my Desktop, you can see at bottom right non personalised Doomsday icon</p> Doomsday Engine - Bug #2326 (New): [Doom] PRCP map32; player incorrectly spawning as camera https://tracker.dengine.net/issues/23262019-04-06T12:47:14Zvermil
<p>Map 32 of the Plutonia revisited community map set incorrectly spawns the player as a camera, despite the player start seeming to be far enough from the wall.</p>
<p><a class="external" href="https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/prcp">https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/prcp</a></p>
<p>Evidence suggests this bug has existed in Dday for a long time (i.e dating back to at least 1.14).</p> Doomsday Engine - Feature #2325 (New): A way to vote for a specific maphttps://tracker.dengine.net/issues/23252019-03-25T04:28:29Ztacgnol
<p>Forum thread : <a class="external" href="https://talk.dengine.net/discussion/2690/available-command-for-regular-user-in-multiplayer">https://talk.dengine.net/discussion/2690/available-command-for-regular-user-in-multiplayer</a></p>
<p>A way to vote for a specific map by a regular player. A popup box could open after selecting the vote option, and then the player can select between all the available map on the server. If it can support pwad too, it would be perfect :)</p> Doomsday Engine - Bug #2324 (New): Sky texture issue upon MOD loading/unloading in gamehttps://tracker.dengine.net/issues/23242019-03-24T20:24:21Zxe_sued
<p>How to reproduce:</p>
<p>1. Start Doom on any map other than Episode 1 (e.g. E2M1)<br />2. Open the MOD browser<br />3. Load or unload any valid addon for Doom<br />4. Doomsday reloads all required resources<br />5. The sky texture of Episode 1 is loaded instead the one for Episode 2</p>
<p>Doom 2, Heretic and Hexen are affected likewise.</p>
<p>Environment: Doomsday 2.2.0.2990, Windows 10 64-bit build 1809</p> Doomsday Engine - Bug #2323 (New): Saved games are deleted after opening gamehttps://tracker.dengine.net/issues/23232019-03-10T21:38:42Zsuperfly29erguy
<p>Not sure what is going on, but overtime I close down the game ( and Doom game), it doesn't retain any of my saved files. OS X 10.11.6</p> Doomsday Engine - Feature #2320 (New): Re-enable XG dummy line https://tracker.dengine.net/issues/23202019-01-24T18:06:39Zvermil
<p>Support for XG functions that internally use dummy lines to function has been long deliberately disabled (since the new map format was added I seem to recall).</p>
<p>Messages are printed in the console whenever an XG def needs and is denied a dummy line: for instance "attempted to use a dummy line as XGPlaneMover origin. Plane in sector XYZ will not be moved".</p>
<p>Can it be re-enabled?</p> Doomsday Engine - Bug #2301 (New): Restart playing MIDI music using new soundfont after changing ...https://tracker.dengine.net/issues/23012018-12-11T19:13:42Zxe_sued
<p><strong>Windows 10 Pro x64 build 1803, Doomsday x64 for Windows unstable build 2897:</strong></p>
<p>I had to re-setup my external MIDI soundfont, which was due to recent reorganization of my Doomsday folder structure (<a class="external" href="https://talk.dengine.net/discussion/2636/build-2895-cannot-use-more-than-one-wad-addon-folder">https://talk.dengine.net/discussion/2636/build-2895-cannot-use-more-than-one-wad-addon-folder</a>) that also affected the location of my MIDI soundfont (SF2).</p>
<p>While Doomsday could not find my MIDI soundfont, the MIDI music output sounded broken, only distorted bits of drums and percussion could be heard. Updating the external MIDI soundfont setting for Doom and Heretic went without noticeable issues, but for Hexen I noticed the following:</p>
<ul>
<li>When browsing for an external soundfont, music playback is stopped (or paused?)</li>
<li>Selecting a soundfont the music playback restarts</li>
<li>Hexen continued to play the title music using the old obsolete setting, i.e. I still heard broken MIDI sound output like described above. Only after playback of the title music had ended and restarted from the beginning, the new soundfont setting was used resulting in normal MIDI audio output.</li>
</ul>
<p>I guess I noticed this issue only in Hexen, because to the duration of the Hexen title music lasts longer than the title music of Doom and Heretic.</p>
<p><strong>I suggest to adjust the setup logic for external MIDI soundfonts as follows:</strong></p>
<ul>
<li>Stop music output upon browsing for a soundfont</li>
<li>If the browsing dialog is closed with OK, re-initialize the MIDI output honoring the new settings, start playback (from the beginning?) of the current MIDI file</li>
<li>If the browsing dialog is closed with CANCEL, no re-initialization of the MIDI output is required, re-start playback (from the beginning?) of the current MIDI file</li>
</ul> Doomsday Engine - Feature #2295 (New): Support XBOX version of Doomhttps://tracker.dengine.net/issues/22952018-11-09T05:46:57Zskyjake
<p>Drako wrote:</p>
<blockquote>
<p>I did some testing with DOOM.WAD and IWADConverter. I converted doom.wad to the XBOX version. It contains a new secret map E1M10 "SEWERS". There is a new exit in E1M1 to this map but in many ports (including doomsday) that exit sends the player to E1M9. Crispy Doom works as expected in that matter, Then the exit from E1M10 should send player to E1M2 (instead of E1M! as it happens in some source ports). <br />Another issue (not tested by me yet), according to IWADconverter is <br />"- E4M1 is modified so that the player<br />is unable to lower the rectangular<br />structure hiding the "NIN" logo.<br />Thus one cannot get 100% kills and<br />secrets on E4M1 with this version." <br />I would be very nice if doomsday can handle these issues.</p>
</blockquote>
<p>Needs a new game mode (doom1-xbox) and suitable Episode definition(s).</p> Doomsday Engine - Feature #2292 (New): Indication of an options default settinghttps://tracker.dengine.net/issues/22922018-11-05T09:27:59Zvermil
<p>Dday has lot's of options for configuring the map, hud etc etc. But it might be cool if the default/original setting for an option could be indicated somehow? Maybe the default value could be a unique colour, something like that.</p>
<p>Or a shortcut key that defaults any selected menu option to it's default.</p>